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The Design Philosophy of Video Games
Bister lays out her theory of what are the unique affordances of games or for games as a format. The first one is choice or meaningful choice, just a choice in general, right? That's thing number one. Thing number two is flow, which we've covered extensively at various points. A game needs to have a sort of slow escalation of challenge that never quite outpaces the players' abilities so that they feel like it doesn't feel impossible.